works pretty good. back when - jouvieje’s implementation did not support the studio. very cool of you to pick that first to implement.
first trouble i ran into, using non-blocking bank-loading (which seems to work using [icode]FMODConstants.FMOD_STUDIO_LOAD_BANK_NONBLOCKING[/icode]) : i cannot create a [icode]SWIGTYPE_p_FMOD_STUDIO_LOADING_STATE[/icode] instance to feed into [icode]FMOD.FMOD_Studio_Bank_GetLoadingState(bank.getPointer(),state)[/icode] … to test it.
anyway, looks like that should go into the [icode]Bank[/icode] class at some point. maybe i’m just not used to the code yet tho’.
i really hope you continue this project and get some more people contributing. my experience with swig is too basic to be any help.
openAL is super good for simple sound playback. everything fancy is easy to code just in java. fmod comes with alot out of the box. (bus, groups, dsp, culling, balance, occlusion, etc). looking on the fmod-studio it’s clearly ment to be used with bigger projects - separating the sound-design from the game and game-engine. overkill for most demos i guess.